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Copy file name to clipboardExpand all lines: classes/[email protected]
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@@ -538,6 +538,8 @@ See also :ref:`@GlobalScope.PROPERTY_HINT_NODE_PATH_VALID_TYPES<class_@GlobalSco
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@export_node_path("Button", "TouchScreenButton") var some_button
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\ **Note:** The type must be a native class or a globally registered script (using the ``class_name`` keyword) that inherits :ref:`Node<class_Node>`.
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.. rst-class:: classref-item-separator
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----
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If ``mode`` is set as ``"any_peer"``, allows any peer to call this RPC function. Otherwise, only the authority peer is allowed to call it and ``mode`` should be kept as ``"authority"``. When configuring functions as RPCs with :ref:`Node.rpc_config<class_Node_method_rpc_config>`, each of these modes respectively corresponds to the :ref:`MultiplayerAPI.RPC_MODE_AUTHORITY<class_MultiplayerAPI_constant_RPC_MODE_AUTHORITY>` and :ref:`MultiplayerAPI.RPC_MODE_ANY_PEER<class_MultiplayerAPI_constant_RPC_MODE_ANY_PEER>` RPC modes. See :ref:`RPCMode<enum_MultiplayerAPI_RPCMode>`. If a peer that is not the authority tries to call a function that is only allowed for the authority, the function will not be executed. If the error can be detected locally (when the RPC configuration is consistent between the local and the remote peer), an error message will be displayed on the sender peer. Otherwise, the remote peer will detect the error and print an error there.
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If ``sync`` is set as ``"call_remote"``, the function will only be executed on the remote peer, but not locally. To run this function locally too, set ``sync`` to ``"call_local"``. When configuring functions as RPCs with :ref:`Node.rpc_config<class_Node_method_rpc_config>`, this is equivalent to setting `call_local` to `true`.
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If ``sync`` is set as ``"call_remote"``, the function will only be executed on the remote peer, but not locally. To run this function locally too, set ``sync`` to ``"call_local"``. When configuring functions as RPCs with :ref:`Node.rpc_config<class_Node_method_rpc_config>`, this is equivalent to setting ``call_local`` to ``true``.
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The ``transfer_mode`` accepted values are ``"unreliable"``, ``"unreliable_ordered"``, or ``"reliable"``. It sets the transfer mode of the underlying :ref:`MultiplayerPeer<class_MultiplayerPeer>`. See :ref:`MultiplayerPeer.transfer_mode<class_MultiplayerPeer_property_transfer_mode>`.
The :ref:`EditorInterface<class_EditorInterface>` singleton.
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\ **Note:** Only available in editor builds.
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.. rst-class:: classref-item-separator
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----
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.. _class_@GlobalScope_property_Engine:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **exp** **(** :ref:`float<class_float>` x **)**
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The natural exponential function. It raises the mathematical constant **e** to the power of ``x`` and returns it.
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The natural exponential function. It raises the mathematical constant *e* to the power of ``x`` and returns it.
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\ **e** has an approximate value of 2.71828, and can be obtained with ``exp(1)``.
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\ *e* has an approximate value of 2.71828, and can be obtained with ``exp(1)``.
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For exponents to other bases use the method :ref:`pow<class_@GlobalScope_method_pow>`.
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:ref:`int<class_int>` **nearest_po2** **(** :ref:`int<class_int>` value **)**
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Returns the nearest equal or larger power of 2 for the integer ``value``.
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In other words, returns the smallest value ``a`` where ``a = pow(2, n)`` such that ``value <= a`` for some non-negative integer ``n``.
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Returns the smallest integer power of 2 that is greater than or equal to ``value``.
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::
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nearest_po2(0) # Returns 0 (this may not be expected)
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nearest_po2(-1) # Returns 0 (this may not be expected)
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\ **Warning:** Due to the way it is implemented, this function returns ``0`` rather than ``1`` for negative values of ``value`` (in reality, 1 is the smallest integer power of 2).
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\ **Warning:** Due to its implementation, this method returns ``0`` rather than ``1`` for values less than or equal to ``0``, with an exception for ``value`` being the smallest negative 64-bit integer (``-9223372036854775808``) in which case the ``value`` is returned unchanged.
Copy file name to clipboardExpand all lines: classes/class_area3d.rst
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@@ -23,7 +23,7 @@ Description
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This node can also locally alter or override physics parameters (gravity, damping) and route audio to custom audio buses.
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\ **Warning:** Using a :ref:`ConcavePolygonShape3D<class_ConcavePolygonShape3D>` inside a :ref:`CollisionShape3D<class_CollisionShape3D>` child of this node (created e.g. by using the *Create Trimesh Collision Sibling* option in the *Mesh* menu that appears when selecting a :ref:`MeshInstance3D<class_MeshInstance3D>` node) may give unexpected results, since this collision shape is hollow. If this is not desired, it has to be split into multiple :ref:`ConvexPolygonShape3D<class_ConvexPolygonShape3D>`\ s or primitive shapes like :ref:`BoxShape3D<class_BoxShape3D>`, or in some cases it may be replaceable by a :ref:`CollisionPolygon3D<class_CollisionPolygon3D>`.
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\ **Warning:** Using a :ref:`ConcavePolygonShape3D<class_ConcavePolygonShape3D>` inside a :ref:`CollisionShape3D<class_CollisionShape3D>` child of this node (created e.g. by using the **Create Trimesh Collision Sibling** option in the **Mesh** menu that appears when selecting a :ref:`MeshInstance3D<class_MeshInstance3D>` node) may give unexpected results, since this collision shape is hollow. If this is not desired, it has to be split into multiple :ref:`ConvexPolygonShape3D<class_ConvexPolygonShape3D>`\ s or primitive shapes like :ref:`BoxShape3D<class_BoxShape3D>`, or in some cases it may be replaceable by a :ref:`CollisionPolygon3D<class_CollisionPolygon3D>`.
Emitted when the button was just toggled between pressed and normal states (only if :ref:`toggle_mode<class_BaseButton_property_toggle_mode>` is active). The new state is contained in the ``button_pressed`` argument.
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Emitted when the button was just toggled between pressed and normal states (only if :ref:`toggle_mode<class_BaseButton_property_toggle_mode>` is active). The new state is contained in the ``toggled_on`` argument.
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.. rst-class:: classref-section-separator
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Sets the bone angle for the **Bone2D**. This is typically set to the rotation from the **Bone2D** to a child **Bone2D** node.
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\ **Note:** **Note:** This is different from the **Bone2D**'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the **Bone2D**'s :ref:`Node2D.transform<class_Node2D_property_transform>`.
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\ **Note:** This is different from the **Bone2D**'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the **Bone2D**'s :ref:`Node2D.transform<class_Node2D_property_transform>`.
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